VSS
A burly dwarf brings her hammer down on a
glowing hunk of steel, launching a shower of sparks
into the air. The air resonates with the sound of metal
impacting metal, while the bright, hot piece of steel
in her tongs begins to take shape.
An elf threads a needle with an impossibly thin
metallic wire, preparing to set the stitches into what
looks to be leather armor, but made of dragon's hide.
Once satisfied with the measurements, he proceeds
with a flurry of dexterous needlework.
A gnome with an intricate set of goggles
examines the stock for her latest work, a portable
ballista. She examines the gearing and loading crank,
ensures the tension on the bowstring, and scans the
bolt rail for imperfections. She smiles, for she knows
her work is without flaw.
Craftsmen are virtuoso artisans and genius
inventors. Not merely content merely to create
masterwork pieces of weapons and armor, they
invent and engineer ingenious devices and singularly
deadly weapons.
Master of Craft
Artisans of all types are an integral part of every
culture: buildings must be erected, pots must be
set to the kiln, tools must be forged. Despite their
pervasiveness, master craftsmen are still as rare
as they are prized. These artisans, creators, and
inventors can smith items of mythic quality, and can
solve most any problem simply by using the right
tool and the appropriate amount of force.
Secret of Steel
Adventuring craftsmen come in many varieties,
but nearly all leverage their advanced knowledge of
metallurgy, smelting, and construction to forge arms
and armor rarely seen, even by other adventurers.
The smiths test their schematics and designs
themselves, building prototypes and experimental
gear that can later be refined into mass-production
items.
Creating a Craftsman
When you create your craftsman, the most important
thing to consider is your crafting expertise. Though
all craftsmen of adventuring stock can stitch leather
armor, forge weapons, and tinker with magic items,
only those who dedicate themselves to a single craft
can attain legendary works. Each type of craftsman,
from the practical to the wildly eccentric, have their
place, but no craftsman can specialize in everything.
Moreover, few craftsmen are self-taught. Most
learn the finer points of their craft under the tutelage
of a master artisan (whether or not their master was
a craftsman, in the conventional sense.) Did you
study under a master, and if so, what drove you to
apprentice underneath them?
Lastly, consider how you view your work. Are
you pragmatic, viewing your creations as tools to
serve a purpose? Are you artistic, striving to craft
pieces of unrivalled beauty and perfection? Or are
you experimental, tinkering and building with wild
abandon to break new ground and innovate on
established norms?
QUICK BUILD
You can make a craftsman quickly by following these
suggestions. Make Strength or Dexterity your highest
ability, followed by Intelligence. Next, select Athletics
and Investigation as your skills.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per craftsman level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
All artisan’s tools
saving throws:
Constitution, Intelligence
skills:
Choose two from: Arcana, Athletics,
History, Investigation, Medicine, Perception, and
Persuasion
starting equipment:
You start with the following equipment, in addition to
the equipment granted to you by your background:
- A set of craftman’s tools
- A shield and (a) chain mail, (b) leather armor, or (c) scale mail
- A dagger and (a) a warhammer or (b) any simple weapon
- (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
- A dungeoneer's pack
CRAFTSMAN'S TOOLS
As a craftsman, you carry a set of craftsman’s
tools, a combined toolkit which covers a broad
range of applications. You can use a set of
craftsman’s tools for any ability check you would
make with any set of artisan’s tools. A set of
craftsman’s tools costs 75 gp.
spellcasting:
class features:
Exotic Proficiencies
Starting at 1st level, you gain proficiency in
exotic weapons and exotic armor, which are
unconventional, yet effective items in which no other
class gets proficiency. If a feature or effect grants
proficiency with a weapon or suit of armor, it does
not grant proficiency with exotic weapons or exotic
armor, unless otherwise stated.
Active Crafting
Also at 1st level, you can craft one item each day
when you take a long rest, without losing the benefits
of a long rest. You pay half the item’s gold piece
cost in materials, up to 25 gp. If an item costs more
than 25 gp in materials, you can finish the item by
working on it for multiple days, spending 25 gp each
day until the item is completed.
As you gain levels in this class, your crafting
speed increases, allowing you to spend more on
materials for each day of crafting, as shown in the
Active Crafting column of the Craftsman table.
Items you craft using this feature are worth half
their gold piece cost when sold. This means that you
can sell an item to refund its cost in materials, but
not to make a profit.
Masterwork
At 2nd level, you begin to learn the deeper intricacies
of weapon and armor craftsmanship.
MASTERWORK EQUIPMENT
As a craftsman, you are capable of creating weapons
and armor of the utmost quality; such creations are
known as masterwork items. To create a masterwork
version of an item, add 50 gp to the cost in materials
you pay to craft the item. Masterwork weapons
you create have a +1 bonus to attack rolls. A magic
weapon that adds a bonus to your attack and damage
rolls doesn’t add this bonus to attack rolls.
Masterwork Properties
Properties |
Craftsman
level |
Cost |
Apprentice |
2nd |
— |
Journeyman |
5th |
100gp |
Master |
11th |
250gp |
Legendary |
17th |
400gp |
MASTERWORK PROPERTIES
Masterwork weapons and armor can be modified
with masterwork properties, advanced modifications
which transform them into truly unique weapons
and armor. Masterwork properties are separated
into 4 levels: Apprentice, Journeyman, Master,
and Legendary. You can apply any number of
Apprentice properties to a masterwork weapon, or
three Apprentice properties to a masterwork suit of
armor. Additionally, you can apply one Journeyman,
one Master, and one Legendary property to each
masterwork item.
If you add a Master or Legendary property to an
item, only you can use it.
MODIFYING EQUIPMENT
Using the Active Crafting feature, you can modify a
weapon or suit of armor when you take a long rest.
This allows you to do the following:
Improving Equipment. You can make any
nonmagical weapon or suit of armor masterwork for
a cost of 50 gp in materials.
Adding Masterwork Properties. Adding
masterwork properties of Journeymen level or higher
requires a cost in gold pieces and also requires you
to be of a high enough level in this class, as shown in
the Masterwork Properties table. When you learn a
new level of masterwork properties, you can apply a
property from that level to a masterwork item at no
cost.
Check the Weapons Exceptions sidebar in
Chapter 5 before adding masterwork properties to a
weapon.
Whenever you modify the properties of a
masterwork weapon, you can change its damage type
to bludgeoning, piercing, or slashing damage, if its
damage was already one of these types.
Removing Properties. You can remove any
properties of a masterwork item, including those
a weapon had when you first created it. You can’t
remove a property from an item that is a prerequisite
for another of the item’s properties. If you replace
a property of Journeyman level or higher with a
property of the same level over the same long rest,
you can do so without an additional cost in materials.
CRAFTING ABILITY
Intelligence is the primary ability you use when
crafting items. You use your Intelligence modifier
when setting the saving throw DC for items which
you craft.
Masterwork save DC = 8 + your proficiency
bonus + your Intelligence modifier
Tool Belt
By 2nd level, you always have the right tool at
hand. You can use your action to retrieve a piece of
nonmagical gear from your belt, apron, pack, cart,
or wherever you keep your tools, even if you didn’t
have it in your inventory before. The item’s gold piece
cost can be up to 50 gp. You can’t use this feature to
produce a weapon, suit of armor, shield, or potion.
An item retrieved this way becomes lost in your
inventory and vanishes when you take a long rest.
You can use this ability a number of times equal to
your Intelligence modifier and regain all expended
uses when you finish a long rest.
Artisans’ Guild
At 3rd level, you join an Artisans’ Guild. Select one
of the Guilds from those listed below; you gain the
3rd level ability of that guild. You gain an additional
Guild ability at 7th, 10th, 14th and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Folded Steel
At 6th level, you discover or create new processes for
making your masterwork gear even stronger than
before. Masterwork weapons crafted or modified by
you count as magical for the purposes of overcoming
damage resistance and immunity.
Eye for Quality
Starting at 9th level, you can cast the spell identify at
will, without using a spell slot or spell components.
Additionally, when you cast the spell, you also
appraise the target item, learning its market value in
gold pieces.
Flawless Construction
Beginning at 13th level, masterwork items you create
do not rust, pit, fray at the edges, or otherwise show
signs of aging. Additionally, they have resistance to
all damage. An effect which would destroy an item
you have created only does so if it could destroy a
magic item.
Uncanny Tool Belt
By 15th level, you have a knack for finding the most
useful things buried away in your cart. You can
produce a single common or uncommon magic item
from your tool belt. The item becomes lost in your
inventory and vanishes when you finish a long rest.
Once you use this ability, you can’t use it again until
you finish a long rest.
Magnum Opus
At 20th level, you complete an object of unparalleled
majesty. You work feverishly for a period of 30
days to create a single magic item of very rare or
legendary rarity. This item is tied to your very soul:
regardless of type, you are always considered attuned
to it, and no other creature can attune to it while
you are alive. This item does not count against your
maximum number of attuned items, and you ignore
all attunement requirements for the item. As long as
you are on the same plane of existence as your item,
you can call it to your hand or onto your body (as
appropriate). You can only craft a Magnum Opus
once.
DOWNTIME CRAFTING
Any character can craft an item in their
downtime, the craftsman is simply better at it. To
craft an item, a character requires three things:
- Materials. In most cases, the raw materials for an item can be obtained for half the item’s gold piece cost. This cost can fluctuate depending on the character's current circumstances, contacts, or access to materials.
- Tools. You must have a set of appropriate artisan’s tools and proficiency in their use to craft an item. Occasionally, an item might call for an entire workshop or other special tools.
- Time. The time required to craft an item is measured against its cost in materials. A character makes progress toward crafting an item equal to 5 gp for each day of downtime, completing their work when this amount exceeds the item’s cost in materials. As a craftsman, you work faster than a normal character, and make progress equal to 10 gp progress each day.
You can sell any item you craft during your
downtime for its total gold piece cost. As such,
if you run a shop or craft items during your
downtime purely to make profit, you can make 5
gp per day, assuming you sell all of your items.
MASTERWORK PROPERTIES
Masterwork properties can be applied to any
masterwork weapon or suit of armor, provided you
can spare the time and gold cost required to apply it.
Each property entry details the property’s level and
the type of equipment it can be applied to.
Unless otherwise noted, a piece of gear cannot
have the same property more than once; for
example, you cannot apply the Heavy property to a
greatsword, or the Martial property to a longbow.
Damage Steps
If a masterwork property increases or decreases a
weapon’s damage, it is moved up and down one step
on the following scale, down to a minimum of 1d4:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6
Further increases add a +1 bonus to the weapon’s
damage roll.
If the weapon being modified has 2 damage
dice (such as a greatsword or a firearm), the scale is
instead:
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 →
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12
WEAPON PROPERTIES
The following masterwork weapon properties are
organized by crafting level. If a masterwork property
adds a weapon property which is new to this class, it
includes that property in its description.
Generally, Apprentice properties can be used to
fashion nearly any type of simple, martial, or exotic
weapon, though some weapons might require one
Journeyman property as well. Master and Legendary
properties, by contrast, are used almost exclusively
by master craftsmen on their personal equipment.
Masterwork properties applied to ranged
weapons apply their effects to their ammunition, if
applicable.
Apprentice Weapon Properties
You can apply any number of Apprentice properties
to a masterwork weapon.
AERODYNAMIC
Apprentice weapon property
Components Masterwork weapon with the Thrown
property
The weapon’s normal range increases by 40 feet and
its long range increases accordingly.
AUTOMATIC
Apprentice weapon property
Components Masterwork ranged weapon with the
Reload property
This weapon gains the Automatic property and its
damage decreases by 1 step. The weapon’s normal
range decreases by 20 feet and its long range
decreases accordingly.
Automatic. When you make an attack with
this weapon on your turn, you can choose to
make two attacks with disadvantage instead. These
attacks always have disadvantage, regardless of
circumstance. These attacks use twice the normal
amount of ammunition.
BALANCED
Apprentice weapon property
Components Masterwork exotic weapon with the
Heavy property
This weapon can be wielded by Small creatures
without disadvantage.
CONCEALABLE
Apprentice weapon property
Components Masterwork weapon with the Light
property
This weapon gains the Concealable property.
Concealable. While stowed, you have advantage
on Dexterity (Stealth) checks made to conceal this
weapon.
ELEGANT
Apprentice weapon property
Components Masterwork exotic melee weapon with
the Light property or masterwork exotic ranged
weapon with the Light and Thrown properties
This weapon gains the Elegant property and its
damage die increases by one step.
Elegant. This weapon requires exceptional
skill to use. You must have a Dexterity score of 16 or
higher to wield an elegant weapon.
EXOTIC
Apprentice weapon property
Components Masterwork martial or exotic weapon
This weapon becomes an exotic weapon and its
damage die increases by 1 step.
No class, other than the craftsman, gains
proficiency with exotic weapons.
EXTENDED MAGAZINE
Apprentice weapon property
Components Masterwork martial or exotic weapon
with the Reload property
The Reload capacity of this weapon is doubled.
FINESSE
Apprentice weapon property
Components Masterwork melee weapon that
does not have the Two-Handed property or a
masterwork ranged weapon that has the Thrown
property
This weapon gains the Finesse property.
FIREARM
Apprentice weapon property
Components Masterwork ranged weapon with the
Loading or Reload property that does not have the
Tension property
This weapon becomes a firearm and gains the
Firearm property. Its damage die increases by four
steps, and moves to two damage dice, if possible.
Firearm. You don’t add your ability score to
this weapon’s damage rolls. Firearm ammunition
can’t be recovered once used.
FIST
Apprentice weapon property
Components Masterwork melee weapon with the
Light property
This weapon gains the Fist property.
Fist. Attacks made with this weapon are treated
as unarmed strikes.
FOREGRIP
Apprentice weapon property
Components Masterwork ranged weapon with the
Ammunition property that does not have the TwoHanded property
This weapon gains the Foregrip property.
Foregrip. This weapon can be used with one
or two hands. If used in two hands, its normal range
increases by 50 feet and its long range increases
accordingly.
HEAVY
Apprentice weapon property
Components Masterwork martial or exotic weapon
with the Two-Handed property that does not have
the Double property
This weapon gains the Heavy property. If it is a melee
weapon, its damage die increases by 1 step.
If it is ranged, its normal range increases by 20
feet and its long range increases accordingly.
LIGHT
Apprentice weapon property
Components Masterwork weapon that does not
have the Two-Handed or Versatile properties
This weapon gains the Light property and its damage
die decreases by 1 step.
LOADING
Apprentice weapon property
Components Masterwork ranged weapon with
the Ammunition property that does not have the
Reload property
This weapon gains the Loading property. Its damage
die increases by one step.
MARTIAL
Apprentice weapon property
Components Masterwork simple weapon
This weapon becomes a martial weapon, and its
damage die increases by 1 step.
PARRYING
Apprentice weapon property
Components Masterwork exotic melee weapon
with the Finesse or Light property
This weapon gains the Parrying property and its
damage die decreases by 1 step.
Parrying. While wielding this weapon and not
wielding a shield, you gain a +1 to your AC against
melee attacks.
REACH
Apprentice weapon property
Components Masterwork martial or exotic melee
weapon with the Finesse or Two-Handed property
This weapon gains the Reach property and its
damage die decreases by 1 step.
RETURNING
Apprentice weapon property
Components Masterwork martial or exotic weapon
with the Light and Thrown properties
This weapon gains the Returning property.
Returning. After being thrown, this weapon
returns to your hand at the end of your turn.
RELOAD
Apprentice weapon property
Components Masterwork ranged weapon with
the Ammunition property that does not have the
Loading property The weapon gains the Reload (5) property. If you
apply the Reload property to a martial or exotic
weapon with the Mounted property, you can choose
to give it the Reload (1, 2 actions) property, and
increase its damage by three steps.
Reload. This weapon can be used to make a
number of attacks before it must be reloaded. If you
are proficient with the weapon, reloading it takes a
bonus action; otherwise, reloading it takes an action.
Some weapons require an action or longer to reload,
even if you have proficiency, which is specified in
the Reload property. If reloading a weapon requires
longer than one action, the weapon can’t be used to
make attacks until reloading is finished.
SCATTER
Apprentice weapon property
Components Masterwork ranged weapon with the
Ammunition and Two-Handed properties that
does not have the Sighted property
This weapon gains the Scatter property and its
damage die decreases by one step. The weapon’s
damage die increases by two steps when an attack
with it is made against a target within half of its
normal range.
The weapon’s long range becomes three times
the weapon’s normal range. The weapon’s normal
range decreases by 70 feet and its long range
decreases accordingly.
Scatter. If you make an attack against a target
that is within half this weapon’s normal range, you
deal the damage value listed in parentheses instead of
the weapon’s normal damage dice.
SIGHTED
Apprentice weapon property
Components Masterwork martial or exotic ranged
weapon with the Ammunition property that does
not have the Scatter property
This weapon gains the Sighted property. Additionally,
its normal range increases by 50 feet and its long
range increases accordingly.
Sighted. This weapon has disadvantage on
attack rolls made against targets within 20 feet.
SUPERHEAVY
Apprentice weapon property
Components Masterwork exotic melee weapon
with the Heavy property
This weapon gains the Superheavy property and its
damage die increases by 1 step.
Superheavy. This weapon is unusually large
for its type. You must have a Strength score of 16 or
higher to wield a superheavy weapon.
SWITCH
Apprentice weapon property
Components Two masterwork exotic weapons
This weapon gains the Switch property and its
damage die decreases by 1 step. You can integrate
together two weapons with the Switch property,
forming a single unit in which each weapon is one
of the unit’s two forms. You can choose to use two
identical weapons with the Light property for one of
the weapon’s forms.
Switch. This weapon has two forms. You can
swap between which weapon is being used at any
time, even between attacks.
THROWN
Apprentice weapon property
Components Masterwork melee weapon that does
not have the Two-Handed property
This weapon gains the Thrown property with a range
of (20/60).
TRIP
Apprentice weapon property
Components Masterwork martial or exotic melee
weapon
This weapon gains the Trip property.
Trip. You can make a shove attempt against any
creature within this weapon's reach. Furthermore,
you have advantage on ability checks you make to
shove a creature using this weapon.
TWO-HANDED
Apprentice weapon property
Components Masterwork weapon that does not
have the Finesse, Foregrip, Light, Thrown, or
Versatile properties
This weapon gains the Two-Handed property and its
damage die increases by 1 step. Additionally, if it is a
ranged weapon, its normal range increases by 50 feet
and its long range increases accordingly.
VERSATILE
Apprentice weapon property
Components Masterwork melee weapon that
doesn’t have the Light or Two-Handed properties
This weapon gains the Versatile property. While
being wielded in two hands, its damage die increases
by 1 step.
BLASTER
In high-tech settings, such as the Dark Matter
campaign setting, many weapons release blasts
of energy instead of conventional projectiles.
The Blaster property replaces the Firearm
property in such settings. All rules which apply
to firearms apply to blasters as well.
For the purpose of applying masterwork
properties, blasters count as ranged weapons
with the Ammunition and Reload properties.
You can also apply the Overheat and Variable
properties listed below to blasters.
BLASTER
Apprentice weapon property
Components Masterwork ranged weapon with
the Loading or Reload property that does not
have the Tension property
This weapon loses the Ammunition, Loading,
and Reload properties, as well as any damage
die increases associated with these properties.
It gains the Blaster property and deals radiant
damage instead of its normal type. If this
weapon was not previously a firearm, its
damage die increases by four steps, and moves
to two damage dice, if possible. The weapon’s
normal range increases by 20 feet and its long
range increases accordingly.
Blaster. A weapon with the Blaster
property is a ranged weapon that requires no
ammunition. Blasters are considered firearms
for the purpose of class features and abilities.
Like firearms, you don’t add your ability score
modifier to blasters’ damage rolls.
VARIABLE
Apprentice weapon property
Components Masterwork exotic ranged
weapon with the Blaster property
This blaster has a variable power cell. As a
bonus action, you can change the damage type
of the blaster to cold, fire, lightning, radiant,
thunder, or back to its normal damage type.
OVERHEAT
Journeyman weapon property
Components Masterwork martial or exotic
weapon with the Blaster and Heavy properties
This weapon gains the Overheat property and
its damage die increases by 2 steps.
Overheat. Once you make an attack with
this weapon, it can't be used again to make an
attack until the end of your next turn.
VARIANT DAMAGE DICE
With the GM's permission, you can exchange
your exotic weapon's damage dice for an
equivalent variant. Sets of dice are equivalent
when the sum of the largest numbers of each
set of dice are equal. For example, you can
replace a weapon that deals 1d8 with 2d4 or a
weapon that deals 2d12 with 4d6 or 3d8.
CHANGING WEAPON RANGES
A ranged weapon’s long range is either three
times its normal range or four times its normal
range, depending on the type of projectile it
fires. When a masterwork property changes
a weapon’s normal range, change the long
range by three or four times the amount, as
appropriate to the weapon.
You can’t apply a weapon property if it
would reduce a ranged weapon’s range to 0
feet, and you can’t remove the Ammunition or
Thrown property of a ranged weapon.
Journeyman Weapon Properties
You can apply only one Journeyman property to
a weapon at a time. You can’t apply a Journeyman
property to a weapon which already has one.
COUNTERWEIGHTED
Journeyman weapon property
Components Masterwork exotic weapon with the
Two-Handed property
You can wield this weapon in one hand, as long as
you don't have a weapon in your other hand.
DOUBLE
Journeyman weapon property
Components Masterwork exotic melee weapon that
does not have the Heavy property
This weapon gains the Double property and its
damage die decreases by 1 step.
Double. This weapon has two damage-dealing
ends. When you use the Attack action and make an
attack with this weapon, you can use your bonus
action to make an additional attack with it; you do
not add your ability modifier to the damage roll of
this bonus attack.
EXPLOSIVE
Journeyman weapon property
Components Masterwork martial or exotic ranged
weapon
This weapon gains the Explosive property and its
damage die decreases by one step. If this weapon
dealt bludgeoning, piercing, or slashing damage, its
deals fire damage instead.
Each creature other than the target within the blast
radius must succeed on a Dexterity saving throw,
taking half the damage rolled on a failed save or no
damage on a successful one.
HEAT
Journeyman weapon property
Components Masterwork martial or exotic ranged
weapon with the Firearm property
This weapon gains the Heat property and its damage
die increases by 1 step.
Heat. This weapon gains a heat point whenever
an attack is made with it and loses one heat point
whenever you begin your turn. If the weapon gains 3
heat points, it overheats and loses all heat points. An
overheated weapon can't be used to make an attack
again until the end of your next turn.
MAGICAL
Journeyman weapon property
Components Masterwork exotic weapon
The weapon becomes magical and gains an +1 bonus
to attack and damage rolls. This benefit stacks if you
apply the Magical property at different levels.
MASSIVE
Journeyman weapon property
Components Masterwork exotic melee weapon
with the Superheavy property
This weapon gains the Massive property and its
damage die increases by 2 steps.
Massive. You can only make an attack with
this weapon when you take the Attack action, and
only as the first attack you make on your turn. Once
you make an attack with this weapon, you can’t
attack again until the beginning of your next turn.
If you would be able to attack more than once when
you take the Attack action on your turn, you deal
an additional two dice of damage when using this
weapon.
MOUNTED
Journeyman weapon property
Components Masterwork martial or exotic ranged
weapon with the Heavy property
This weapon gains the Mounted property and its
damage die increases by 2 steps.
Mounted. This weapon is normally used
while attached to a tripod, vehicle, or other bracing
mount. You can mount or unmount this weapon as
an action. While it is mounted, it can't be moved. It
Explosive. When this weapon’s projectile hits
a target, it explodes in a 5-foot radius. The projectile
can be fired at an unoccupied space within its range.
can only be used to make an attack while
unmounted if held by a Medium or larger
creature with a Strength score of at least 15.
PRECISION
Journeyman weapon property
Components Masterwork exotic melee weapon
with the Elegant property
This weapon gains the Precision property.
Precision. Once per turn, you can deal an extra 1d6
damage to one creature you hit with this weapon if
you have advantage on the attack roll.
ROCKET
Journeyman weapon property
Components Masterwork exotic weapon
This weapon gains the Rocket property and its
damage die decreases by one step.
Rocket. This weapon has a small propulsive
engine attached to it or its projectiles. Once per turn,
when you hit a creature with this weapon, you can
deal an additional 1d4 damage to the target.
SNIPER
Journeyman weapon property
Components Masterwork exotic ranged weapon
with the Ammunition property that does not have
the Scatter property
The weapon’s long range becomes eight times the
weapon’s normal range.
TENSION
Journeyman weapon property
Components Masterwork exotic ranged weapon
which does not have the Firearm property
This weapon gains the Tension property.
Tension. When making a ranged weapon attack
with a tension weapon, you use your choice of your
Strength or Dexterity modifier for the attack and
damage rolls. You must use the same modifier for
both rolls.
TWINSHOT
Journeyman weapon property
Components Masterwork exotic ranged weapon
This weapon gains the Twinshot property.
Twinshot. Once on each of your turns when
you make an attack with this weapon, you can make
another attack with it against a different creature
that is within 5 feet of the original target and within
range of the weapon.
WEAPON EXCEPTIONS
Some weapons, in the name of verisimilitude,
have unusual balancing that makes them slightly
stronger or weaker compared to weapons a
craftsman might usually craft. If you modify one
of these weapons using masterwork properties,
check the following rules first:
Assault Rifle. Increase the weapon’s
damage to 2d6 + 1 and decrease its reload to
10.
Hunting Rifle. Decrease the weapon’s
damage to 1d4.
Hunting Rifle. Increase the weapon’s
damage to 2d6 + 1.
Bayonet, Whip. Increase the weapon’s
damage to 1d6.
Blowgun, Bolas, Bomb, Net. This weapon
can’t be modified by masterwork properties.
Boomerang, Doomerang, Throwing
Dagger. Add the Aerodynamic masterwork
property.
Catchpole, Trident. Increase the weapon’s
damage to 1d8.
Gatling Gun. Increase the weapon’s
damage to 2d8 + 1, and decrease its reload to
10.
Handgun, Revolver. Decrease the
weapon's range to 50/200 ft.
Javelin. Decrease the weapon’s range to
20/60 ft.
Lance. Add the Two-Handed property and
decrease the weapon’s damage to 1d8.
Light Cannon. Increase the weapon’s
damage to 2d12 + 1.
Longbow. Decrease the weapon’s range to
100/400 ft.
Magnum, Explosive Magnum. Add
the Two-Handed property and increase the
weapon’s range to 100/400 ft.
Musket, Volley Gun. Increase the weapon’s
damage to 2d8 + 1.
Parlor Gun. Increase the weapon’s damage
to 2d4 + 1.
Rocket Launcher. Increase the weapon’s
damage to 2d12 + 1 and add the Mounted
property.
Master Weapon Properties
You can apply only one Master property to a weapon
at a time.
ADAMANTINE
Master weapon property
Components Masterwork exotic melee weapon
with the Heavy or Versatile property
This weapon’s damage die increases by two steps, and
it deals double damage to objects.
BLESSED
Master weapon property
Components Masterwork exotic weapon
This weapon deals an additional 1d4 radiant damage
on a hit. This additional damage increases to 1d10
radiant damage if the target is a fiend or undead.
EARTHSHATTER
Master weapon property
Components Masterwork exotic weapon with the
Massive property
This weapon’s damage die increases by two steps.
On a hit with this weapon, the target must make a
Strength saving throw. On a failed save, the target
is knocked prone or pushed 10 feet away from you
(your choice).
ELEMENTAL
Master weapon property
Components Masterwork exotic weapon
When you apply this property, choose acid, cold, fire,
lightning, or thunder damage. This weapon deals an
additional 1d6 damage of that type on a hit.
KEEN
Master weapon property
Components Masterwork exotic melee weapon
with the Finesse or Versatile property
This weapon scores a critical hit on a roll of 19 or 20.
MAGICAL
Master weapon property
Components Masterwork exotic weapon
The weapon becomes magical and gains an +1 bonus
to attack and damage rolls. This benefit stacks if you
apply the Magical property at different levels.
MITHRAL
Master weapon property
Components Masterwork exotic melee weapon
with the Finesse property
This weapon’s damage die increases by 2 steps, and it
weighs half as much.
SLAYING
Master weapon property
Components Masterwork exotic weapon
When you apply this property, choose one creature
type other than humanoids. This weapon deals 1d12
additional damage to creatures of that type.
SERRATED
Master weapon property
Components Masterwork exotic weapon that deals
slashing damage
When a creature takes damage from serrated
weapons twice or more in a single turn, it takes an
additional 1d8 slashing damage.
VAMPIRIC
Master weapon property
Components Masterwork exotic weapon
This weapon deals an additional 1d4 necrotic
damage on a hit. When you hit a hostile creature
with this weapon, you regain hit points equal to the
additional necrotic damage dealt with this property.
VENOM
Master weapon property
Components Masterwork exotic weapon
This weapon deals an additional 1d8 poison damage
on a hit.
MODIFIED WEAPONS
Once you modify a weapon’s properties, it
may no longer resemble its original function or
profile. The GM decides if a modified weapon
still counts as its base form for characters which
have proficiency in it and for features which
refer to a specific type of weapon (as opposed
to a category of weapons, such as simple or
martial weapons).
Legendary Weapon Properties
You can apply only one Legendary property to a
weapon at a time.
CRUSHING
Legendary weapon property
Components Masterwork exotic weapon that deals
bludgeoning damage
When you hit a creature that is wearing armor with
this weapon, the target’s armor takes a permanent
and cumulative −1 penalty to the AC it offers. The
armor is destroyed if the penalty reduces its AC to
10. A creature can repair its armor over the course of
a long rest.
DEADLY
Legendary weapon property
Components Masterwork exotic ranged weapon
with the Firearm property
You can add your ability modifier to the attack and
damage rolls of attacks made with this weapon,
instead of just attack rolls.
MAGICAL
Legendary weapon property
Components Masterwork exotic weapon
The weapon becomes magical and gains an +1 bonus
to attack and damage rolls. This benefit stacks if you
apply the Magical property at different levels.
PENETRATING
Legendary weapon property
Components Masterwork exotic weapon with
the Ammunition or Thrown property that deals
piercing damage
This weapon pierces through its targets. When you
make a ranged attack with this weapon, you can
attack all creatures in a straight line within this
weapon’s normal range; each creature must succeed
on a Dexterity saving throw or take the weapon’s
damage.
SEEKING
Legendary weapon property
Components Masterwork exotic ranged weapon
When you make an Attack that does not have
disadvantage with this weapon and miss, you
instead hit the target and deal 5 damage. Do not add
additional damage or increase this damage total,
regardless of circumstance.
SWIFT
Legendary weapon property
Components Masterwork exotic melee weapon
with the Elegant property
This weapon can be used to attack blindingly fast.
When you use the Attack action and make an attack
with this weapon, you can use your bonus action to
make an additional attack. If you engage in twoweapon fighting with two swift weapons, you can
make two attacks, instead of one, as a bonus action.
THREATENING
Legendary weapon property
Components Masterwork exotic melee weapon
When a creature provokes an opportunity attack
from you, you can use this weapon to make an attack
against it without using your reaction.
VORPAL
Legendary weapon property
Components Masterwork exotic weapon that deals
slashing damage
When you Attack a creature with this weapon and
score a critical hit, that target takes an extra 4d8
slashing damage. Then roll another d20. If you roll a
20 on the second roll, you cut off one of the creature’s
heads. The creature dies if it can't survive without the
lost head. A creature is immune to this effect if it is
immune to slashing damage, doesn't have or need a
head, has legendary actions, or the GM decides that
the creature is too big for its head to be cut off with
this weapon. Such a creature instead takes an extra
6d8 slashing damage from the hit.
ARMOR PROPERTIES
The following armor properties are organized by
crafting level. Generally, exotic armor is made using
the Exotic property, while the other apprentice
properties are used to tailor a suit of armor to a
craftsman’s personal tastes. Higher level properties,
by contrast, drastically alter suits of armor to which
they are applied.
Apprentice Armor Properties
You can apply a maximum of three Apprentice
properties to a suit of armor.
CLEATED
Apprentice armor property
Components Suit of masterwork medium or heavy
armor
While wearing this armor, when you would be
involuntarily moved by an effect, reduce that
movement by 10 feet.
CLIMBING
Apprentice armor property
Components Suit of exotic masterwork light armor
This armor is outfitted with integrated climbing
gear. While wearing this armor, as long as you have
one hand free, you gain a climb speed equal to your
movement speed.
COMFORTABLE
Apprentice armor property
Components Suit of masterwork armor
You can sleep in this suit of armor with no ill effect.
ENVIRONMENTAL
Apprentice armor property
Components Suit of masterwork armor
While wearing this suit of armor, you can ignore
detrimental effects of temperatures as low as -100
degrees or as high as 300 degrees.
EXOTIC
Apprentice armor property
Components Suit of masterwork armor that isn’t
exotic
This armor becomes exotic armor and gains a +1 to
its AC.
No class, other than the craftsman, gains
proficiency with exotic armor.
INTEGRATED
Apprentice armor property
Components Suit of exotic masterwork armor
You can integrate a weapon directly into your armor,
or you can integrate two weapons (one into each
arm) if neither has the Two-Handed property. When
you draw an integrated weapon, it snaps to your
hand and you can’t be disarmed of it. When you stow
it, it retracts back into your armor. You can switch
which weapons are integrated over the course of a
long rest.
QUICK-CHANGE
Apprentice armor property
Components Suit of masterwork armor
You can don or doff this suit of armor as an action.
RETRACTABLE
Apprentice armor property
Components Suit of exotic masterwork medium or
heavy armor
One of the gauntlets on this suit of armor has a
retractable shield set into it. While wearing this
armor, you can don or doff this shield as a bonus
action.
SCALED
Apprentice armor property
Components Suit of exotic masterwork light armor
This armor is covered in heavy, hardened scales. The
AC provided by this armor increases by 3, but its
maximum Dexterity bonus becomes +2.
SPIKED
Apprentice armor property
Components Suit of masterwork heavy armor
This suit of armor is bristling with spikes. While
wearing this armor, creatures who are in contact
with you (either by grappling you, being grappled by
you, or having swallowed you whole) take piercing
damage equal to 1d4 + your Strength modifier at the
start of your turn.
Journeyman Properties
You can apply only one Journeyman property to a
suit of armor at a time.
ADAMANTINE
Journeyman armor property
Components Suit of exotic masterwork heavy
armor
This suit of armor is reinforced with adamantine, one
of the hardest substances in existence. While wearing
it, any critical hit against you becomes a normal hit.
ARCANE
Journeyman armor property
Components Suit of exotic masterwork armor
This armor is covered in arcane etchings. When you
apply this property to a suit of armor, choose two
cantrips from the wizard spell list. While wearing
this armor, you can cast those cantrips. Intelligence is
your spellcasting modifier for these cantrips.
ARROW-CATCHING
Journeyman armor property
Components Suit of exotic masterwork medium or
heavy armor
Whenever an attacker makes a ranged attack against
a target within 5 feet of you, you can use your
reaction to become the target of the attack instead.
DIVING
Journeyman armor property
Components Suit of exotic masterwork armor
This suit of armor is equipped with webbed fins,
a mask, and an air bladder containing 8 hours
of breathable air. While wearing it, you gain a
swimming speed equal to your movement speed.
Additionally, while breathing from the air bladder,
you can breathe normally underwater or in a
vacuum, and you ignore the effects of breathable
poisons. The suit’s air supply can be refilled over the
course of a long rest.
JUGGERNAUT
Journeyman armor property
Components Suit of exotic masterwork heavy
armor
This suit of armor is fitted with massive plates and a
heavy, reinforced helmet. While wearing this armor,
you count as an obstacle providing three-quarters
cover, instead of half cover. You must have a Strength
score of 16 or higher to proficiently wear this armor.
MANEUVERING
Journeyman armor property
Components Suit of exotic masterwork light or
medium armor
This armor contains a set of spring loaded,
automatically-retracting grappling hooks, allowing
you an incredible amount of maneuverability. As a
reaction when you fall, or as a bonus action on your
turn, you can project a grappling hook at a target
location you can see within your movement speed.
If the target location can hold your weight, you are
pulled there, expending movement normally. This
movement does not provoke opportunity attacks.
You must have a Dexterity score of 16 or higher to
use this ability.
MITHRAL
Journeyman armor property
Components Suit of masterwork medium or heavy
armor
This suit of armor is made of mithral, a light and
flexible metal that is as strong as steel. Armor
made of mithral weighs half as much as normal,
has no Strength requirement, and does not impose
disadvantage on Dexterity (Stealth) checks. If the
armor is medium, the maximum Dexterity modifier
to AC you can apply increases to 3, instead of 2, and
the armor can easily be worn hidden under normal
clothing.
RESISTANCE
Journeyman armor property
Components Suit of masterwork armor
When you apply this property to a suit of armor,
choose any damage type other than psychic. While
wearing this armor, you gain resistance to that
damage type.
Master Armor Properties
You can apply only one Master property to a suit of
armor at a time.
ANIMATED
Master armor property
Components Masterwork suit of exotic heavy
armor
This armor is enchanted with powerful transmutation
magic. As an action, you can doff your armor, which
animates, becoming a medium animated object, as
per the spell animate objects. The armor’s AC is equal
to your own while wearing it. If you were holding
a weapon when the armor animates, it makes one
attack using that weapon using your attack bonus
instead of its Multiattack. The armor remains
animated for 1 minute or until it is reduced to 0 HP,
at which time it becomes inanimate. You can end this
effect early by using your action to command your
animated armor to return to you (if it is within 25
feet of you) and be donned as inanimate armor once
again. Once you use this ability, you can’t do so again
until you finish a long rest.
CLOAKING
Master armor property
Components Suit of exotic masterwork light armor
This armor can easily hide the wearer when
needed. While wearing this armor, you can cast the
invisibility spell without using a spell slot. Once you
do so, you cannot do so again until you complete a
short or long rest.
CLOCKWORK
Master armor property
Components Suit of exotic masterwork heavy
armor
This suit of armor has dozens of clockwork
mechanisms integrated into it, granting you a
number of benefits. While wearing this armor, your
jump distance triples, and you gain advantage on
Strength (Athletics) checks (other than grappling
checks). Additionally, your armor locks down when
you take the Dodge action, causing your AC to
become 22, if it were lower.
GLAMOURED
Master armor property
Components Suit of exotic masterwork armor
This armor does not impose disadvantage on
Dexterity (Stealth) checks. You can also use a bonus
action to cause the armor to assume the appearance
of a normal set of clothing or some other kind of
armor. You decide what it looks like, including
color, style, and accessories, but the armor retains
its normal bulk and weight. The illusory appearance
lasts until you use this ability again or remove the
armor.
TROLLSKIN
Master armor property
Components Suit of exotic masterwork medium
armor
This suit of armor is made of or is lined with troll
skin. While wearing this armor, you can use a bonus
action to regain hit points equal to 1d10 + your
craftsman level. Once you use this ability, you can’t
do so again until you finish a short or long rest.
WINGED
Master armor property
Components Suit of exotic masterwork light armor
This armor has a set of wings that you can extend
from it or fold back into it as a bonus action. While
wearing this armor with the wings extended, you
have a flight speed equal to your movement speed.
Legendary Armor Properties
You can apply only one Legendary property to a suit
of armor at a time.
COLOSSAL
Legendary armor property
Components Suit of exotic masterwork heavy
armor
This suit of armor doubles in scale when donned.
While wearing this armor, you gain the “Enlarge”
effect of the enlarge/reduce spell.
ETHEREALNESS
Legendary armor property
Components Suit of exotic masterwork armor
This suit of armor is infused with ectoplasm. While
wearing this armor, you can use your action to gain
the effects of the etherealness spell which last for 10
minutes or until you use an action to deactivate it.
Once you use this ability, you can’t do so again until
you finish a long rest.
FLEET
Legendary armor property
Components Suit of exotic masterwork light armor
This armor is designed to maximize the wearer’s
speed. While wearing this armor, your movement
speed increases by 10 feet, you have advantage on
initiative rolls, and opportunity attacks against you
have disadvantage.
IMMORTAL
Legendary armor property
Components Suit of exotic masterwork medium or
heavy armor
Whenever you drop to 0 hit points and don’t die
outright, you can make a DC 12 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
You can use this ability three times, and regain all
expended uses when you finish a long rest.
Additionally, you have advantage on death
saving throws.
MIRRORED
Legendary armor property
Components Suit of exotic masterwork light armor
While wearing this armor, you can cast the mirror
image spell without using a spell slot. Once you do
so, you cannot do so again until you complete a short
or long rest.
SPELLGUARD
Legendary armor property
Components Suit of exotic masterwork armor
This armor is covered in protective sigils and charms.
While wearing this armor, you have advantage on
saving throws against spells.
WARDING
Legendary armor property
Components Suit of exotic medium masterwork
armor
This suit of armor generates a field of force,
protecting its wearer from harm. As a bonus action
on your turn, you can gain temporary hit points
equal to half your craftsman level.
subclass options:
ARTISANS’ GUILDS
All master craftsmen learn the basics of smithing,
leatherworking, woodworking, and other necessary
disciplines on the path to mastery, either on their
own or under tutelage of another master artisan.
However, as they hone their skills, they invariably
find themselves drawn to gatherings of other likeminded craftsmen. These groups, formalized as
Guilds, provide a means for craftsmen to compare
notes and schematics, acquire resources, and provide
a means for craftsmen to ply their trade.
Arcane Maesters’ Guild
While most seasoned spellcasters will enchant a
handful of magic items over the course of their
careers, artisans belonging to the Guild of Arcane
Maesters seek to become true masters of magic item
creation. They rightly take seriously the forging
of such powerful relics: each creation must be a
masterwork in its own right to contain the potent
magic woven into them. Despite laboring for months
or even years to perfect their creations, seasoned
maesters are always seen to be laden with dozens
of magic items, attuned to a handful of rings, and
carrying a wand of magic missiles, just in case.
MAGIC ITEM CRAFTING
When you join this guild at 3rd level, you unlock
the secrets of crafting items infused with magical
energy. The Magic Item Crafting sidebar details the
magic items you can create, specifies the level you
must have in this class to create each magic item,
and shows the cost in materials an item will require.
You can craft a magic item by spending multiple days
working on it, as per the Active Crafting feature.
From among those you can craft at 3rd level, you
can craft 5 magic items. You can craft 3 from among
those you can craft at 7th, 3 from among those at
10th, and 2 from among those you can craft at 14th.
In the process of creating a new magic item, you can
dismantle a magic item you have created in order to
build a new one from the same category.
APPRENTICE PROPERTY
Also at 3rd level, you learn to apply the following
masterwork property to your equipment:
ENCHANTED
Apprentice weapon property
Components Masterwork weapon
This weapon is interwoven with strong magical
enchantments. You use your Intelligence, instead of
Strength or Dexterity, for this weapon’s attack and
damage rolls.
INSTANT ATTUNEMENT
Beginning at 7th level, your experience in creating
magic items allows you to quickly bond with them.
You can use your action to attune to a magic item,
and can end an attunement to an item as part of the
action. You can use this ability a number of times
equal to your Intelligence modifier, and regan all
expended uses when you finish a short or long rest.
EPHEMERAL ENCHANTMENT
Starting at 10th level, you can spend 10 minutes
to lay an enchantment on a nonmagical weapon,
enchanting up to 6 during a short or long rest. For
the next 8 hours, this weapon counts as magical for
the purposes of overcoming damage resistance and
immunity.
SEVER CONNECTION
By 14th level, you can break the connection that
binds you to your magic items and repurpose that
magic to protect yourself. As a reaction when a
creature you can see makes an attack against you or
when you make a saving throw, you can end your
attunement to one magic item. Until the start of your
next turn, you gain a bonus to your Armor Class and
saving throws equal to your Intelligence modifier.
The total number of magic items you can attune to is
reduced by 1 until you finish a short or long rest.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a suit of
masterwork armor:
RESONANT
Legendary armor property
Components Suit of exotic masterwork armor
By spending a short rest focusing on a magic item
while wearing this armor, you can attune the item
directly to the armor. You can use the magic item as
though you were attuned to it while you are wearing
the armor. You can attune up to two items to the
armor, and can end an item’s attunement to the
armor by spending another short rest focused on the
item.
Armigers’ Guild
The Armigers devote their skills to the art of armor
smithing, with the firm belief that the right plate in
the right place can make a warrior invincible.
FIGHTING STYLE
Beginning at 3rd level, you not only learn to forge
powerful armor, but can wear it with skill. Choose
one of the following options. You can’t take a
Fighting Style option more than once, even if you
later get to choose again.
Defense. While you are wearing armor, you
gain a +1 bonus to AC.
Protection. When a creature you can see
attacks a target other than you that is within 5
feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding
a shield.
SHINING STEEL
Starting at 7th level, your imposing, shining armor
makes you a clear target for your foes. When you roll
initiative and are not surprised, you can challenge
any creature with 60 feet that can see you to battle.
Each affected creature must make a Wisdom
save against your Masterwork save DC or have
disadvantage on any attack roll that doesn’t target
you on the first round of combat. A creature with
Intelligence 3 or less automatically succeeds this
saving throw.
ARMOR REINFORCEMENT
Starting at 10th level, you can spend 10 minutes
to reinforce a suit of armor, or reinforce up to 6
during a short or long rest. This armor retains its
reinforcement until the creature wearing it is hit,
after which it is no longer fortified. Reinforced armor
gains one of the following properties of your choice:
Adamant. When a creature wearing this armor
takes damage, it reduces the amount it takes by 1d8.
Banded. A creature wearing this armor has a +1
bonus to armor class.
FORTIFY
Starting at 14th level, as a bonus action, you can gain
resistance to all damage until the end of your next
turn. Once you use this ability, you can't use it again
until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a suit of
masterwork armor:
INVINCIBLE
Legendary armor property
Components Suit of exotic masterwork armor
While you are wearing this armor, bludgeoning,
piercing, and slashing damage that you take from
nonmagical weapons is reduced by 5.
Bladeworkers’ Guild
Blade and bow, axe and mace: these are the tools with
which the Bladeworkers try to change the world.
They believe that the right blade, in the right hand
can make a warrior unstoppable.
FIGHTING STYLE
Starting when you choose this guild at 3rd level, you
not only forge great weapons, you fight with them as
well. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if
you later get to choose again.
Dueling. When you are wielding a melee
weapon in one hand and no other weapons, you gain
a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1
or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands,
you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have
the Two-Handed or Versatile property for you to
gain this benefit.
Hand-and-a-Half. While wielding a versatile
weapon in two hands, you gain a +1 bonus to attack
and damage rolls with that weapon.
Two-Weapon Fighting. When you engage
in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.
SABOTAGING STRIKE
Beginning at 7th level, you can use your knowledge
of armament construction to disarm your foes and
crush their armor. Once on each of your turns, when
you take the Attack action, you can replace one of
your attacks with one of the following special melee
attacks.
Disarm. You attempt to disarm a target within
your reach. The target makes a Strength saving throw
against your Masterwork save DC. On a failed save,
it drops an item of your choice that it is holding or
carrying. The object lands at its feet.
Sunder. You attempt to shatter the defenses of
a target within your reach that is wearing armor or
carrying a shield. The target must make a Dexterity
saving throw against your Masterwork save DC.
On a failed save, the target’s armor or shield takes a
permanent and cumulative −1 penalty to the AC it
offers. Armor reduced to an AC of 10 or a shield that
drops to a +0 bonus is destroyed. If a creature’s armor
or shield is damaged but not destroyed, it can repair
it over the course of a short or long rest.
HONED WEAPONS
Starting at 10th level, you can spend 10 minutes to
fortify a weapon, or fortify up to 6 during a short or
long rest. This weapon retains its fortification until
it hits a target, after which it is no longer fortified.
A fortified weapon gains one of the following
properties of your choice:
Honed. This weapon has a +2 bonus on attack
rolls.
Sharpened. This weapon deals an 1d8
additional damage on a hit.
VERSATILE WEAPON MASTER
At 14th level, you can wield all manner of weapons
in rapid successions. Once on each of your turns
when you attack with a weapon you have drawn on
the same turn, you can gain advantage on the attack
roll. You can't use this ability with a weapon if you
have disadvantage, you can't see the target, or you
have used this ability with the weapon within the
last minute. You can use this ability once each with
a ranged weapon, once with a two-handed melee
weapon, once with a one-handed melee weapon, and
once with a thrown weapon.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a masterwork
weapon:
DEVASTATING
Legendary weapon property
Components Masterwork exotic weapon
This weapon scores a critical hit on a roll of 18, 19,
or 20.
Calibarons’ Guild
The Calibarons know, better than most, that
gunpowder is the single greatest invention ever
created by mortals. A sword may let a skilled wielder
lay a giant low and magic may let the savvy and the
blessed stand up to the gods, but only a gun will let a
common man put a dragon in its place.
FIGHTING STYLE
Starting at 3rd level, you adopt a particular style of
gunfighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
Akimbo. When you engage in two-weapon
fighting with firearms, you do not take a penalty to
the damage of the second attack.
Bullseye. You gain a +2 bonus to ranged attack
rolls you make using firearms. The weapon must
have the Sighted property or have a normal range of
80 feet or longer to gain this effect. This effect does
not stack with the Archery fighting style.
Duelist. While you are wielding a firearm in
one hand and nothing in the other, if you make a
ranged weapon attack and exceed the target's AC
by 5 or more, you deal an additional die of weapon
damage. You can only use this ability once per round.
Shotgunner. When you hit with a ranged
weapon attack using a firearm that has the Scatter
property, you can reroll the lowest damage die, and
you must use the new roll, even if the new roll is
worse than the original.
APPRENTICE PROPERTY
Starting at 7th level, you can add the following
special property to your firearms:
SUPPRESSOR
Apprentice weapon property
Components Martial masterwork ranged weapon
with the Firearm property
Attacks with this weapon make only a low thud or a
quiet clink, audible out to 10 feet, and release a puff
of smoke to mask the light given off by the blast.
BALLISTIC CALIBRATION
Starting at 10th level, you can spend 10 minutes to
calibrate and reinforce a ranged weapon, or calibrate
up to 6 during a short or long rest. This weapon
retains its calibration until it hits a target, after which
it is no longer calibrated. A calibrated ranged weapon
gains one of the following properties of your choice:
Ballistic. This weapon deals an additional die
of damage on a hit.
Calibrated. This weapon deals a critical hit on
a roll of 18–20.
UNDERBARREL GRENADE LAUNCHER
Beginning at 14th level, you construct the ultimate
firearm attachment: an underbarrel grenade
launcher. You can use your action to attach this
launcher to a two-handed ranged weapon with
the Firearm property or remove it from one. If the
launcher is ever lost or stolen, you can construct a
new one over the course of a long rest with 100 gp in
materials.
You can use your action to fire the launcher at
a point you can see within 60 feet. Each creature
in a 10-foot radius sphere centered on that point
must make a Dexterity saving throw against your
Masterwork save DC, taking 8d6 fire damage, or half
as much on a successful save.
Once you fire the launcher, you can’t do so again
until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a masterwork
weapon:
BURST FIRE
Legendary weapon property
Components Masterwork exotic firearm with the
Automatic property
When you take the Attack action to make an attack
with this firearm, you can use your bonus action to
make a single additional attack with it.
Forgeknight’s Guild
To a forgeknight, heat is not merely integral to
forging, curing, and welding gear, it is a weapon in
its own right, for the swing of a white-hot blade bites
not only with steel, but with flame. A forgeknight
carries the intensity of a forge with them, storing it
in their armor and building it up in their weapons,
before unleashing it in a scorching blast.
PORTABLE FORGE
When you join this guild at 3rd level, you construct
a portable forge which allows you to heat objects you
are forging without a specially-constructed shop or
foundry. When you gain this forge, you are assumed
to have been working on it in your spare time, only
bringing it to full functionality when you take this
subclass. If your forge is ever lost or damaged, you
can repair or replace it over the course of a long rest
with 100 gp of materials.
While you are carrying your furnace, you gain
the following benefits:
- Weapons you wield can deal fire damage instead of their normal damage type.
- You have resistance to fire damage.
- You can cast the cantrips mending and produce flame. Intelligence is your spellcasting ability for each of these spells.
FORGEFIRED ARMORY
Starting at 7th level, you can add the Explosive
and Heat properties to your melee weapons. When
you hit a target with an explosive melee weapon, it
creates an explosion at the point of impact, as per the
Explosive property, which doesn’t harm you or the
weapon.
SUPERHEATED WEAPONS
Starting at 10th level, you can plunge a number of
melee weapons or pieces of ammunition into an
active forge or your forge, heating them to white-hot
temperatures. Weapons and ammunition placed in
the forge must be made of metal, and remain heated
for 10 minutes. You can heat one weapon or 2 pieces
of ammunition in the forge as an action, or up to 10
weapons or 20 pieces of ammunition over the course
of a minute.
A heated weapon or piece of ammunition deals
fire damage instead of its normal type and ignites
flammable objects it hits, if the object isn’t being
worn or carried. The first time a heated weapon
or piece of ammunition hits a target, it deals an
additional 1d6 fire damage.
FIRE BURST
Beginning at 14th level, you can release the heat of
your portable forge in a colossal burst. You can cast
the spell fireball, without using a spell slot or material
components, centered on yourself, using your
Masterwork spell save DC. You take no damage from
this spell.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a suit of
masterwork armor:
FORGE PLATE
Legendary armor property
Components Suit of exotic masterwork heavy
armor
You build a miniature furnace into this suit of armor,
as well as layers of heat dispersing materials. While
wearing this armor, you have immunity to fire
damage.
Additionally, as an action, you can take the Dash
action and cast the spell wall of fire without using a
spell slot or spell components. The wall appears at
the end of your turn. Instead of creating a straight
or ringed wall of fire, the wall follows the path along
the ground over which you moved on your turn, up
to a distance of 60 feet. Once you use this ability, you
can’t use it again until you finish a short or long rest.
Mechanauts’ Guild
For centuries, the pinnacle of mechanized vehicles
was the apparatus of the crab, a singular device
capable of exploring inhospitable environments,
from the sea floor to lava-strewn volcanic fields.
However, ambitious craftsmen from the Mechanauts’
Guild have drawn up designs for a new vehicle,
mightier and more customizable than the old
apparatus. This device is a walking tank, equipped
with savage fists, scuttling legs, and climate control
enhancements—a vehicle to dwarf all others, a true
feat of engineering.
MECHANAUT'S APPARATUS
At 3rd level, you complete the frame of a
Mechanaut's Apparatus, with ample room for
upgrades and improvements. Its blueprints are based
on the apparatus of the crab, but you can model your
apparatus to appear as any beast or as a humanoid
figure.
Apparatus Statistics. The statistics of your
apparatus are given in the Mechanaut’s Apparatus
statblock. The apparatus's armor class is based on
your Intelligence modifier and its hit points is based
on your craftsman level.
Customizing the Apparatus. Your apparatus
comes with two installed masterwork melee
weapons, which you can modify with masterwork
properties or replace with different melee weapons
when you finish a long rest. Your apparatus is always
proficient with its installed weapons, and can use
masterwork weapons with Master and Legendary
properties.
Repairing the Apparatus. When your
apparatus drops to 0 hit points, it can't move or act,
but can be repaired. You can spend 1 minute restoring
the apparatus's ability to move at half speed, which it
loses if it takes damage again before it is repaired.
You can repair your apparatus at the end of a
short rest by spending Hit Dice, causing it to regain
hit points as if it has taken a short rest. When you
finish a long rest, you can repair your apparatus to
full hit points. You are always considered to have
enough material to repair your apparatus. If your
apparatus is lost, you can build a new one for 400 gp.
Entering and Exiting the Apparatus. A
creature that is not wearing armor can use half its
movement to enter or exit the apparatus. While
within the apparatus, a creature has total cover from
effects originating outside of it. Only one Medium or
Small creature can be in the apparatus at one time.
While inside the apparatus, a creature takes half
the damage the apparatus takes.
Piloting the Apparatus. Your apparatus acts
on your turn, though it doesn't take actions unless
you are piloting it. Any creature inside the apparatus
can command it to move (no action required), but
only you can use your action to pilot the apparatus,
commanding it to take the Attack, Dash, Disengage,
or Dodge action. When you command the apparatus
to take the Attack action, the apparatus makes the
same number of attacks you would make using the
Attack action, and uses your Dexterity or Intelligence
modifier (your choice) for its attack and damage
rolls, as if you were making the attack.
While you are outside the apparatus, you can
command the apparatus to wait or follow you. While
following, it moves on its turn to remain within 30
feet of you.
COCKPIT UPGRADE
At 3rd level, you can customize your apparatus by
upgrading its piloting compartment. Choose one of
the following upgrades:
Comfortable Amenities. The interior of
the apparatus is particularly cozy, perhaps even
including a warm blanket and pillow. You can sleep
while within the apparatus without ill effect.
Ejector Seat. This apparatus comes equipped
with an emergency ejection system, allowing
for quick escape. Exiting this apparatus costs no
movement.
Loudspeaker. The apparatus comes equipped
with a system that magnifies your voice up to three
times as loud as normal.
LIMB UPGRADE
By 7th level, you have redesigned your apparatus’s
legs to achieve better mobility. Choose one of the
following upgrades:
Arachnotron Legs. The apparatus can move
up, down, and across vertical surfaces and ceilings,
and it gains a climb speed equal to its movement
speed.
Heavy Suspension. The apparatus’s jump
distance triples, and it takes no damage from falling a
distance of less than 100 feet.
Telescopic Frame. While no one is inside
the apparatus, you can use your bonus action to
command it to collapse down to Medium size or
return to Large size. While reduced in this way, the
apparatus cannot be entered.
PASSENGER SEAT
Starting at 10th level, you have installed a second
seat inside the cockpit. A character can’t pilot the
apparatus or command it to move from this second
seat, but they do benefit from total cover from
outside effects and take half the damage taken by the
apparatus.
ATTACHMENT UPGRADE
Beginning at 14th level, you have installed an
external attachment to your apparatus. Choose one
of the upgrades below. Once you use the installed
upgrade, you must finish a short or long rest before
using it again.
Abjuration Generator. You have installed
a magical shield generator on the outside of your
apparatus. You can activate it as a bonus action,
granting your apparatus temporary hit points equal
to your craftsman level.
Flak Cannon. On the front of your
apparatus, you have installed a single-shot
shrapnel cannon, which you can fire at a creature
you can see within 120 feet. This creature must
make a Dexterity saving throw against your
Masterwork save DC, taking 6d6 slashing damage
on a failed save, or half as much on a success.
Rocket Engine. You can use your bonus action
to light the apparatus’s installed rocket engine,
propelling you up to 30 feet in a straight line in any
direction you choose. If you make a melee attack
immediately after this movement, the attack has
advantage. This attack knocks the target prone or
pushes the target up to 10 feet away from you (your
choice) on a hit.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your
craft. You learn the following Legendary
masterwork property, which you can
immediately apply to a masterwork weapon:
PNEUMATIC
Legendary weapon property
Components Masterwork exotic melee weapon
If this weapon is installed in a mechanaut’s apparatus
and it deals more than one die of damage on a hit,
whenever you roll damage, you can maximize one of
the weapon’s damage dice instead of rolling it.
Thunderlords’ Guild
From the earliest days of life, storms (and
particularly, lightning) have struck the creatures
caught in them with awe and terror. The
Thunderlords, by contrast, draw wild inspiration
from the majesty of nature, and seek to, quite
literally, capture lightning in a bottle.
POWER CELL
Starting when you join this guild at 3rd level, you
construct a lightning-generating power cell, which
comes connected to a set of conduit gauntlets.
When you gain these items, you are assumed to
have been working on them in your spare time, only
bringing them to full functionality when you take
this subclass. If these pieces of equipment are lost or
damaged, you can replace them over the course of a
long rest with 100 gp of materials.
Charge Points. Your power cell gives you
a number of charge points, which represent the
electrical energy stored within your power cell. Your
maximum number of charge points is equal to half
your craftsman level, rounded up. You can spend
these points to generate various electrical effects
through your power cell. You regain all expended
charge points when you finish a short or long rest.
Using Charge Points. Once per turn when
you hit a creature with an attack that deals lightning
damage, you can spend 1 or more charge points, up
to a maximum of your proficiency bonus, to enhance
the power of the attack. When you do so, choose one
of the following effects:
- Arc. Lightning arcs to nearby targets. Choose a number of creatures within 15 feet of the creatur you hit, up to the number of charge points expended, to make a Dexterity saving throw against your Masterwork save DC. On a failed save, a creature takes lightning damage equal to 1d6 + your Intelligence modifier.
- Discharge. Deal an additional 1d6 lightning damage to the target for each charge point expended.
- Jolt. The creature you hit cannot take reactions until the start of your next turn.
SHOCK
At 3rd level, while you are carrying your power cell
and it has at least 1 unspent charge point, you gain
the following benefits:
- Weapons you wield can deal lightning damage instead of their normal damage type.
- You know the cantrips shocking grasp and spare the dying. Intelligence is your spellcasting modifier for these spells.
LIGHTNING ROD
Starting at 7th level, while you’re carrying your
power cell, you gain resistance to lightning damage.
Additionally, whenever you take lightning damage
from a hostile creature while wearing your gauntlets,
you can regain 2 expended charge points as a
reaction.
STATIC CHARGE
Starting at 10th level, you can spend 10 minutes
to store an electric charge in a weapon or suit of
armor, or store up to 6 charges in different weapons
and suits of armor during a short or long rest.
Unexpended charges dissipate after 1 hour. A
charged weapon or suit of armor gains the following
appropriate property:
Charged Armor. When you take damage
from a melee attack, you can use your reaction to
expend the charge, dealing 1d8 lightning damage to
the creature that struck you.
Charged Weapon. When you hit a creature
with an attack using this weapon, you can expend
the charge to deal an additional 1d6 lightning
damage to the target.
HIGH VOLTAGE
Starting at 14th level, while carrying your power
cell, you can spend 5 charge points to cast the spell
lightning bolt without using a spell slot or material
components. This spell uses your Masterwork save
DC.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a masterwork
weapon:
ELECTROSHOCK
Legendary weapon property
Components Masterwork exotic weapon
When you hit a creature with this weapon, you can
expend the weapon’s built-in power cell to shock the
target, which must make a Constitution saving throw
against your Masterwork save DC. On a failed save,
the target is stunned until the end of your next turn.
Once you use this property, you can’t use it again
with this weapon until you finish a short or long rest.
Trappers' Guild
Craftsmen are no strangers to turrets, bombs, and
clockwork mechanisms, but the craftsmen of the
Trappers’ Guild raise this to a level of artistry. Given
enough time and resources, a trapsmith can veritably
blanket a room in dangerous implements, setting the
stage to slay an intruder in a half-dozen unique ways.
While the traps do the dirty work, the trapsmith is
free to lounge about some distance away, enjoying
a cold beverage and dreaming up new, dangerous
designs.
DANGER SENSE
Starting when you join this guild at 3rd level, your
experience with traps gives you an edge when
escaping danger. You have advantage on Dexterity
saving throws against effects that you can see, such
as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
TRAPS
You are an expert in designing ingenious and lethal
traps. Starting at 3rd level, you can craft traps
designed for quick deployment, which are detailed in
the Traps section below.
When you take the Attack action, you can forgo
one or more of your attacks to deploy a trap. You can
deploy a number of traps equal to your Intelligence
modifier (minimum of 1), and regain all expended
deployments when you finish a short or long rest.
You can use an action to disarm and recover a trap
that has not been triggered, which also restores one
use of your trap deployments.
BOOBY TRAP
Starting at 7th level, you take 1 minute to conceal one
of your traps from an unsuspecting target. A creature
can detect a concealed trap by using its action to
make an Intelligence (Investigation) or Wisdom
(Perception) check against your Masterwork save
DC, or by having a passive Perception score higher
than that DC. The first time this trap activates, it
deals twice as many damage dice.
AMBUSH MODIFICATION
Starting at 10th level, you can spend 10 minutes to
modify a ranged weapon, or modify up to 6 ranged
weapons during a short or long rest, each of which
gains the following property:
Hair-Trigger. This weapon has advantage on
the first attack it makes using the Readied action.
RAPID SETUP
At 14th level, as an action, you can deploy up to four
traps. Once you use this ability, you can’t use it again
until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You
learn the following Legendary masterwork property,
which you can immediately apply to a masterwork
weapon:
NET
Legendary weapon property
Components Masterwork exotic ranged weapon
that doesn’t have the Firearm property
When you hit a Large or smaller creature with this
weapon’s projectile, it also deploys a net which
automatically hits the creature.
Traps
Craftsmen of the Trappers' Guild can build the
following traps:
BALLISTA TRAP
You load this compact ballista-like device in an
unoccupied space within 5 feet of you and aim it in
a direction you choose. The trap triggers whenever
a creature enters the area of a 5-foot wide, 30-foot
long line extending from the front of the trap. When
it triggers, the ballista fires automatically, making a
ranged attack with a bonus equal to your Intelligence
modifier + your proficiency bonus. On a hit, the
target takes 2d8 piercing damage.
MAN-TRAP
You affix this oversized hunting trap to the ground
in an unoccupied 5-foot square area with 5 feet of
you. When a creature of Small size or larger moves
within the trap’s area, the trap clamps down on the
creature’s legs. The creature must make a Dexterity
saving throw against your Masterwork save DC or
take 2d8 slashing damage and be trapped, unable to
move. On a successful save, the creature takes half
this slashing damage and is not trapped. The trapped
creature or another creature within 5 feet of it can
use its action to make a Strength check against your
Masterwork save DC to free the trapped creature.
Trapped creatures of Huge size and larger can move
normally, ripping the trap from its mounting when
they move.
RAZOR WIRE
You deploy a tangle of razor-sharp wire into up to
four unoccupied, contiguous 5-foot square areas
you choose within 10 feet of you. Each of these areas
becomes difficult terrain. When a creature moves
into or within the area, it takes 2d4 piercing damage
for every 5 feet it travels. Once deployed, the razor
wire can’t be recovered.
TRIGGER BOMB
You toss this explosive device to an unoccupied
space with 30 feet. As a reaction when a creature
moves within 5 feet of the bomb, you can press the
detonator, causing the bomb to explode in a 15-foot
diameter sphere. Each creature within that area
must make a Dexterity saving throw against your
Masterwork save DC, taking 2d6 fire damage on
a failed save, or half as much on a successful one.
Flammable objects in this area that aren’t being worn
or carried ignite.
LEVEL | PROFICIENCY BONUS | FEATURES | ACTIVE CRAFTING |
---|
1st | +2 | Exotic Proficiencies, Active Crafting | 25 gp |
2nd | +2 | Masterwork (Apprentice properties), Tool Belt | 25 gp |
3rd | +2 | Artisans’ Guild | 50 gp |
4th | +2 | Ability Score Improvement | 75 gp |
5th | +3 | Extra Attack, Masterwork (Journeyman properties) | 100 gp |
6th | +3 | Folded Steel | 125 gp |
7th | +3 | Artisans’ Guild feature | 150 gp |
8th | +3 | Ability Score Improvement | 175 gp |
9th | +4 | Eye for Quality | 200 gp |
10th | +4 | Artisans’ Guild feature | 225 gp |
11th | +4 | Masterwork (Master properties) | 250 gp |
12th | +4 | Ability Score Improvement | 275 gp |
13th | +5 | Flawless Construction | 300 gp |
14th | +5 | Artisans’ Guild feature | 325 gp |
15th | +5 | Uncanny Tool Belt | 350 gp |
16th | +5 | Ability Score Improvement | 375 gp |
17th | +6 | Masterwork (Legendary properties) | 400 gp |
18th | +6 | Artisans’ Guild feature | 425 gp |
19th | +6 | Ability Score Improvement | 450 gp |
20th | +6 | Magnum Opus | 500 gp |